Jump to content

Eliwan

Member
  • Posts

    489
  • Joined

  • Last visited

Posts posted by Eliwan

  1. Portrait Slot 0x0002 in FE8, which by default is Eirika's first portrait, is the same as every non-"eyes always closed" portrait.

    If you want the portrait to not blink at all, you could use the "eyes always closed" toggle; or you could click and drag to move the blinking frames to proper locations after occupying the spaces with copies of any aligned section.

    (more information is necessary to give fully accurate assistance, I don't understand what actual issue if any you are having.)

  2. 1 hour ago, Corrobin said:

    Err...

    Okay, I'll confess, I've never messed around with files too much, I need some help opening this thing.

    I've got the .zip unpacked, I see all the individual files in it (FEGame.exe and so on), but what do I press to begin playing the game? I've tried selecting FEGame.exe and then clicking File, then underneath that selecting Open, but it didn't work. Help, anyone?

    Did you install both: .NET framework 4.6 and XNA Framework Redistributable 4.0?

     

  3. 37 minutes ago, Shopow said:

    2. Relationships are going to play important parts in the plot in my game, so unless you know exactly what I have in mind, right down to the very last detail, then please refrain from criticizing what you do not understand well enough.

    Instead of saying this

    Please explain "exactly what [you] have in mind".

    It would serve multiple functions; e.g. letting somebody help you implement it

  4. 1 hour ago, Shopow said:

    2. People would want it for the aesthetic purpose, seeing as relationship development was an important plot point in the anime this hack will be based off of (SAO)

     

    Is this the function that Marriage performs? Being a little menu flare that tells you that two characters are married, and nothing else?

    That could be inferred from knowing the two characters and their Support Rank!

     

    So what features does this "marriage" system include for your game is the question I guess I'm asking; if this isn't all.

  5. 1. tables contain if locations have shop data; iirc; so it's not hard at all, you just need to figure it out / read the doc (it's around!)
    2. why would you ever want to? what does "marriage" do besides be a support level?
    3. why would you ever want to? what value does having a customizable >>main character<< give you?

  6. Yes.

    However, it's not going to actually happen--

    For some size references for GBA hacking, a mug takes up somewhere in the realm of 0x1600 to 0x1800 bytes; song data takes up maybe 0x1000 bytes per minute of song...

    Maps are also pretty small in terms of byte size in rom; events are quite compact and animations despite taking up a fair amount of space take up nowhere near enough space to let you get trapped without it---

    because the rom can hold up to 0x01FFFFFF bytes of stuff in it (32 megabytes); and the vanilla rom doesn't even use all 16 megs that it is aligned for.

    If you just manage your revisions & make sure to not redundantly insert something; or make sure to overwrite the old thing when you insert a new copy of it

    (easily done if you don't use feditor)

    then you won't ever have a problem with running out of space

  7. -Would this make Skill too broken? After all, it already determines hit rate and the better part of crit calcs. I don't think so, though. Skill is already considered among the less useful stats by many fans, since often damage output, the ability to double, and durability are far more valuable to a unit in the long run. This would make Skill a very important stat for these Gunners or whatever you might call them, increasing its meaningfulness. 

    I disagree with this logic. You've made skill important for the single class, but now you've also devalued Strength for that class and still left the problem.

    -Another consideration for firearms is range. One can shoot a gun much farther than traditional ranged armaments like bows, but they aren't large and unwieldy like ballistae; they are small, light, handheld weapons. Guns should logically have rather large ranges... but how to balance this so they add meaningful depth rather than just being busted? I propose that guns use their full stats at point-blank (1 range, maybe 1-2), and the farther out the unit shoots, the gun starts losing Hit, and perhaps eventually, Mt. It makes logical sense; the farther away the target, the harder it is to take aim and hit reliably. And at very long distances, their target will appear rather small to them, making it difficult to accurately hit the vital points brought up before, which would lessen damage.

    Early guns had significantly less range than bows; they don't need to have "large" ranges.

    3 hours ago, Enaluxeme said:

     It would make sense and be relevant, since guns are generally heavier than melee weapons.

    This is blatantly untrue. Guns are generally lighter than melee weapons; the barrel is hollow metal while the weapon is solid metal.

    2 hours ago, Tolvir said:

    Third, Range. Give the gun a 1-5 range depending on what it is. Pistols should be 1-3, rifles should be 1-5.

    Don't do this. Please. Don't. Do. This.

    Fourth, ammo and reload time. IF durability is not included in the game, Like Fates and Gaiden, the gun itself will not break but will still require ammunition. Ammunition could be bought in a bundle of 10 rounds, and each pack of 10 rounds take up an inventory slot. Also, reloading guns come at the cost of movement. So if a character fires a gun in round one, in round two they have the option to either move and reload, or reload and fire again. They cannot move, fire, and reload all within the same round. This slows down the guns use and makes it considerably slower in how often it is used than a bow, but will still do a lot more damage than a bow could.

    This, on the other hand, seems really fun.

  8. 1 hour ago, Dinar87 said:

    Um how'd you create the explosion art and stuff because it looks legit as hell!

    it's spliced together from some fanmade RPG Maker spell sheets

    YT05HKa.gif     NPqKOdM.gif

    Now, as to how *those* were made, I have nothing. Perhaps generators, perhaps hand drawn; perhaps some combination.

  9. Awesome, thank you very much!

    Would you also happen to know how to distinguish FE6, 7 & 8 through a lua script? I'm thinking there must be a way of comparing their checksums or some other ROM header information. With this I'd be able to use the same script for all 3 games.

    Can't you just check some particular bytes in the ROM against a predefined set of bytes?

    If you could; at A0 through B2, the following string exists:

    JP FE6; "FIREEMBLEM6.AFEJ01–" == "46 49 52 45 45 4D 42 4C 45 4D 36 00 41 46 45 4A 30 31 96"

    US FE7; "FIREEMBLEME.AE7E01–" == "46 49 52 45 45 4D 42 4C 45 4D 45 00 41 45 37 45 30 31 96"

    US FE8; "FIREEMBLEM2EBE8E01–" == "46 49 52 45 45 4D 42 4C 45 4D 32 45 42 45 38 45 30 31 96"

    Is... that not a suitable way to check which ROM you're working on?

    (what are the limitations of a lua script in this instance then)

  10. I would personally say that it is adequate; though it is not really particularly great and could certainly use tools that it does not have and some general UI cleanup (as it has some clunky parts).

    However; it certainly has the large advantage of being browser based and thus mostly computer independent.

  11. edit quotes; why you no work

    i have no idea why this not worked

    tl;dr I'm fucking tired of people trying to avoid defending themselves because of the opinion card. This is an open forum, not a soapbox.

    Literally read the title of the thread.

    Opinions.

    ((You are soapboxing here too; by the way!))

    If someone walked up to you and said "I like Fire Emblem but I hate how it splits up enemy and player phase into distinct player phases" what do you have to say to that?

    "What parts of it do you like? How does the distinct player versus enemy phase pair bother you; and what sort of system would you think be a suitable replacement for the game?"

    Honestly; the way that parts of the game are handled is incredibly important yes-- but it's more than possible to love one part and hate another part of the same game even though both dictate nearly every moment of it.

    For example, I hate Megaman Battle Network's Liberation Missions; because they force the Chip Window open when the Custom Gauge is full.

    However; I love the fact that the Liberation Missions are time-pressured; and also the fact that the system chosen creates unique value for certain chips (eg. SlowGauge; which in any other scenario for the game's normal play is basically a pointless chip; as opening the chip menu in all other circumstances is good because it lets you do things).

    so how does one like the game (fyi this person noted the gameplay in particular) despite one huge, huge difference in the functionality of the turn queue?

    Because the exact way you get to control units is, while a vital part of the game's end gameplay; it is possible to greatly enjoy the other parts while being annoyed at that particular one.

    "It feels like it damages the fluidity or ease or enjoyable aspects of the experience; instead of enhancing the game"; I suppose is the best way I can phrase it

    I'm arguing how someone can like the game when a core part of it is so different.

    um, waht?

    Like game but dislike this one part that is constantly in your face?

    I get this feeling all the time! Many of my favorite games have this problem.

    Advance Wars: Luck COs exist in this game and I hate the game for it. They turn strategy into gambit; but it certainly has value and some entertainment to have them in there.

    Age of Wonders: Both hit chance and damage rate are heavily influenced by the RNG; the stats are obfuscated in their actual purpose(s); there's actually nothing that is reliably going to do anything (as all things have a 10% minimum chance of failure and a 10% minimum chance of success; nearly anything could happen). This; too, is really nice: it makes it harder for complete stomps to happen and it reflects the nature of the game's world, full of mystery and oddities that could cause nearly anything to happen-- such as a lone archer managing to ward off dozens of dragons.

    League of Legends: literally how crit in that game works makes me very upset 100% of the time (but as a designer I understand why it can be nice and as a player it certainly works to an extent)

    Metroid: Boss's weak point's... where? But this is actually enjoyable because creatures shouldn't have blaringly obvious weak points (if they did then why are they still alive). Map where? Where am I going? Wait how do I get to that door? Did I miss a powerup? How do I beat this boss? How do I get through this room?

    But that's the point of that game! To explore the world.

    Having no distinct player or enemy phase in Berwick affects the gameplay quite significantly, and being able to get past that is like trying to get over the fact that you can't directly control units in combat like a fighting game.

    Yes, while it is significant; it is not the only thing!

    Why is that hard to understand?

    You're going to have to explain to me why it's not. Game flow is dictated by battle and turn order; if one of those things are off, then the entire game flow is off.

    Yes. Game flow is dictated by how often and when the player has input relative to the actions of the enemy (or the reactions of the enemy to the player's actions; depending on game).

    It is a huge deal in terms of gameplay when your units can move, and the fact that it's not enemy-player phase makes it extremely different in terms of strategy and planning because of the difference in game-flow. Adjusting the way the turns work in a video game makes for a significantly different experience.

    Yes, of course!

    But it might be one that people feel is relatively small compared to some other systemic changes; or (as is MC's case from my understanding) one that feels jarringly poor.

    If I were trying to be correct, then "agree to disagree" would work here. As it stands, nobody's point seems to be correctness, so we can "agree to disagree" but it's not satisfying.

    That's not how the phrase works afaik

    Agree to disagree means you are hunting a truth or trying to convince somebody of something but cannot for some reason; and need to or desire to exit respectfully from argumentation / deliberation

    "Agree to disagree" is correct in this context because people are trying to convince people of their opinions/views being accurate and well thought through and people aren't getting convinced

    This doesn't really have anything to do with the fact that the game objectively plays differently because of the turn order. You got used to paying attention to it doesn't mean it's not a fundamental part, that just means you got used to the game and nothing more.

    Right!

    It is different; and MC's view on that was that it was for the worse overall for that particular decision.

    Moving individual units at different times is still a big difference.

    A big difference; sure.

    But one that may not have felt particularly important considering other circumstances!

    ((Sorry if I said the same thing twice; it's kind of late for me))

  12. I think this editor could use a select and drag tool of some kind

    right mouse button, click & drag

    Then left click where you want to move those tiles

    If you also want to grab the tiles that you just placed tiles over, you can hit Ctrl+Z, then click & drag with right mouse button once again, and then ctrl+Z again to redo the placement (FE Map Creator stores the current map and the revision before it-- undoing causes you to undo the undo). Then, with the new batch of tiles selected, you can place them where you want them (& potentially continue doing this process over and over if what you want to do is reshuffle the map that you do have).

    edit: demoing this

  13. For the pegasus knight palette, you need to find the order that the pegasus knight palette is in and replicate the order in your unit palette (I don't know how to better describe this)

    unknown.png

    The bottom of the image here shows the palette order-- right to left, bottom to top; & the format that a number of intsys's palettes use (i have no idea if the pegasus knight is one of these, though).

    FEditor_Adv is useful for finding the palette orders at the very least; so I suggest using that for the time being (or figuring out FE_Recolor if your monitor has enough vertical height to make it feasible)

  14. When I use NUPS to apply the patch to the hacked copy of the ROM, it says that the patch has been applied. Yet when I open the ROM up to test it out, none of the changes have been applied at all. I have tried this a few times and I cannot get any of the changes to work.

    This is insufficient information.

    What changes are you making, and how are you testing if they have been applied?

    For example, if you're just editing some of the tables by CSV, I know from experience a few things:

    a. The tables overlap, and the CSVs hold that overlapping information; so the CSVs may be overwriting the information from other CSVs.

    b. You need to rerun c2ea in order to save the changes made to the tables; then run the batch command file.

    The buildfile comes with EA. Do I need to put it in the same place as the MAKEHACK program in order for it to work properly?

    "makehack.cmd" is not a program itself but rather a macro of sorts that tells the computer to do specific things V:

    If you did not change the folder that any of the files within the Buildfile_Demo folder are in, it should work just fine.

    The EA executable should be located, relative to the makehack.cmd, anywhere. You just need to address it properly in the batch file.

    That batch file looks like this--

    echo off

    cd %~dp0

    echo on

    copy FE8_clean.gba FE_Hack.gba

    cd "%~dp0Event Assembler"

    Core A FE8 "-output:%~dp0FE_Hack.gba" "-input:%~dp0ROM Buildfile.txt"

    cd "%~dp0ups"

    ups diff -b "%~dp0FE8_clean.gba" -m "%~dp0FE_Hack.gba" -o "%~dp0FE_Hack.ups"

    pause

    So it runs "Core" from the "Event Assembler" folder, relative to the directory of the batch file (that's what the %~dp0 part means).
×
×
  • Create New...